A distant memory

Only The Wanderer, Eternal Drifter, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you.

Hello, one & all, to the 9,001st battle to have taken place on this grand ASB Tournament Arena! Today, we have a 2v2 Doubles match for Little Cup eligible Pokémon between seasoned campaigners: The Wanderer, & Eternal Drifter! Not much else to say, so let us bring up the regulations!

Description:Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.

Now, let us see what the combatants brought for today, shall we?

TEAM THE WANDERER

Colosshale [Charles] (Male)"<I ain't no role model.>"A Colosshale that is very good at Basketball - in fact, he's capable of the Chaos Dunk.

Nature: Naive (+15% Spe, +22 accuracy, -1 SpD)Type: Dark/WaterDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Rebound, Storm Drain, Flare BoostRebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.Flare Boost (DW): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)Type: Steel / RockSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)Static: Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.(Dream World: Locked) Aftermath: Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Deino (Fear) (Female)
Jolly NatureType: Dark/Dragon
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ability:Hustle: Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

A distant memory

A couple of notes: 1. You cannot decide who gets hit by Metal Burst, & 2. Despite having full DC, Voltorb's DW Ability is listed as locked, & will be treated as such.

THE WANDERER VS. ETERNAL DRIFTER

Round One - Fight!

And so, our combatants now go to war, with The Wanderer sending out Charles the Colosshale, & Larch the Aron! As The Wanderer gives Charles his Amulet Coin, Eternal Drifter—his opponent—responds with Decoy the Voltorb, & fear the Deino! Eternal Drifter then gives both of his Pokémon an Exp. Share, as we shall now bring up their stats heading into the battle.

Charles begins the fight by making a quick rush at Decoy, striking the Voltorb with his fins, shocking the Voltorb into doing nothing! Fear then makes up by biting on the Colosshale's hide with fangs of electricity. dealing some potent damage despite Charles' tough skin. Larch then takes full advantage of the immobilised Voltorb by ramming into it with full force, knocking it back to a wall for some mighty damage! The rough hit does not dampen Decoy's spirits though, as the Voltorb fires off a bolt of lightning right back at Larch, changing targets after Charles threw up a protective barrier to defend himself. The bolt then struck Larch for some powerful damage, as Fear then gnawed on the Aron with fiery fangs for some pitiful damage, Larch then makes Fear pay for the attack by retaliating with a powerful bursting orb of steel...which also does pathetic damage. Looks like Eternal Drifter did his research after all. Nevertheless, Decoy then makes Charles pay for going on the defensive by firing a powerful beam of electricity at the Colosshale. The attack not only hit one of his weak spots, but to make things worse, the electricity then seeped into Charles' body, rendering him paralysed! This does, however, fail to stop Charles from bashing his way into the arena floor, eventually managing to burrow through the place, strange considering his size & apparent lack of hands...Not to worry, as Fear then pumps herself up, focusing & getting ready to cut loose some powerful attacks. Finally, Larch then aimlessly attempts to ram the Voltorb again, but Decoy was prepared for it, & deftly dodged the attack, but then found itself overhauled by the ground below, as Charles came up from burrowing & whacked the Voltorb with one mighty slap.

So after Round One, The Wanderer has appeared to have had a tough break, & Eternal Drifter's minions look poised to deal some real damage next round. What will happen? We will find out soon enough.

A distant memory

Decoy opened up the second round by casting a bolt of lightning down on Charles, zapping him for some damage, whilst the pumped up Fear then chomped into Charles' tough hide critically with electricity-filled fangs, shocking Charles upon the nasty bite! Larch then flung a barrage of rocks at Eternal Drifter's squad, denting Fear, but Decoy managed to dodge the attack, as Charles ended up doing nothing in shock! As Charles recovered from the shock, Decoy then closed its eyes & vanished into nothingness, as Fear chomped critically on Larch with burning fangs. It did not stop Larch from attempting to ram into Decoy before it disappeared, whilst Charles went to burrow underground, before resurfacing only to realise Decoy was not there! Decoy then reappeared & its bolt of lightning, combined with Fear's fangs of electricity, finally allowed Eternal Drifter to take down the Colosshale, leaving Larch the Aron to defend The Wanderer! 2-1 Eternal Drifter! Finally, to cap off the round, Larch, all on his own, fires of another barrage of rocks, this time, denting Decoy & Fear for some damage!

With the round done, some unfortunate hax, combined with some poor substitutions, appear to have put a huge dent in The Wanderer's chances of winning! Can The Wanderer make a comeback, or has Eternal Drifter's squad dealt too much damage for him to recover? We shall find out next time on CAP ASB Tower Matches!

With the Colosshale gone, Decoy & Fear focus their efforts on Larch the Aron, with Decoy firing an electrical beam at him, & Fear biting on him critically with burning fangs. Larch then responds by recklessly ramming into Decoy, knocking the Voltorb back for some serious damage. Decoy then continues to pound the Aron with a bolt of lightning, while Fear bits Larch critcally again, but with bites fangs of electricity this time, before no longer being pumped up. Larch then hurls a bunch of boulders in response, denting both Decoy & Fear! Neither of Eternal Drfter's Pokémon are amused though, as Decoy zaps Larch again with a beam of electricity, & Fear bites Larch with burning fangs once more, but fails to bite critically this time! This does put Larch in a critical condition though, but it was not enough to stop the Aron from charging into Decoy, & knocking the Voltorb into the far wall, resulting in Decoy's demise! 1-1 Draw!

So The Wanderer manages to level the scores, but it seems to be too little too late for him, as Aron is in such a critical condition, while Fear is still relatively healthy! Who will win this fight? Find out next round.